mirror of
https://github.com/zeldaret/oot
synced 2026-08-09 02:47:52 -04:00
Fix misc 13 (#1244)
* Squared variables fixup * `sAnimSoundFrames` fixup * `ocElemFlags` fixup * `toucherFlags` fixup * `bumperFlags` fixup * `atFlags` fixup * `acFlags` fixup * `ocFlags1` fixup * `ocFlags2` fixup * `&=` * `TOUCH_SFX_NONE` -> `_MASK` in `CollisionCheck_HitSolid`
This commit is contained in:
+1
-1
@@ -1715,7 +1715,7 @@ s32 Math3D_TriChkLineSegParaZDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane,
|
||||
s32 Math3D_LineSegVsPlane(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB,
|
||||
Vec3f* intersect, s32 fromFront);
|
||||
void Math3D_TriNorm(TriNorm* tri, Vec3f* va, Vec3f* vb, Vec3f* vc);
|
||||
s32 Math3D_PointDistToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq);
|
||||
s32 Math3D_PointDistSqToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq);
|
||||
s32 Math3D_LineVsSph(Sphere16* sphere, Linef* line);
|
||||
s32 Math3D_TriVsSphIntersect(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint);
|
||||
s32 Math3D_CylVsLineSeg(Cylinder16* cyl, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersectA, Vec3f* intersectB);
|
||||
|
||||
@@ -25,7 +25,7 @@ typedef struct {
|
||||
typedef struct {
|
||||
/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
|
||||
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
|
||||
/* 0x02 */ u8 acFlags; // Information flags for OC collisions.
|
||||
/* 0x02 */ u8 acFlags; // Information flags for AC collisions.
|
||||
/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
|
||||
/* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
|
||||
/* 0x05 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
|
||||
@@ -317,6 +317,7 @@ typedef enum {
|
||||
#define TOUCH_ON (1 << 0) // Can have AT collisions
|
||||
#define TOUCH_HIT (1 << 1) // Had an AT collision
|
||||
#define TOUCH_NEAREST (1 << 2) // If a Quad, only collides with the closest bumper
|
||||
#define TOUCH_SFX_MASK (3 << 3)
|
||||
#define TOUCH_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
|
||||
#define TOUCH_SFX_HARD (1 << 3) // Always uses hard deflection sound
|
||||
#define TOUCH_SFX_WOOD (2 << 3) // Always uses wood deflection sound
|
||||
|
||||
Reference in New Issue
Block a user